#include "Sky.h"

CSky::CSky() : CScriptNode()
{
	//m_pScene->AddEventListener(m_pScene->Load, &CSky::OnLoad);
	//m_pScene->AddEventListener(m_pScene->Destroy, &CSky::OnDestroy);
}

CSky::~CSky()
{
	//m_pScene->RemoveEventListener(m_pScene->Load, &CSky::OnLoad);
	//m_pScene->RemoveEventListener(m_pScene->Destroy, &CSky::OnDestroy);
}

//void CSky::OnCreate( CEventArg &_rArg )
//{
////	// create the render state
////	m_pRenderState = new CRenderState();
////	m_pRenderState->AddRef();
////
////	// mesh
////	m_pRenderState->SetMesh(L"..\\Blockade\\Meshes\\Sky.mesh");
////
////	// shader
////	m_pRenderState->SetShader(L"..\\Blockade\\Shaders\\Sky.shader");
////
////	// matrices
////	matrix_t matTransform = Matrix();
////	m_pRenderState->SetTransform(matTransform);
////	m_pRenderState->SetMatrixParam(L"g_matModelViewProj", PARAM_MAT_MODELVIEWPROJ_ROT);
////
////	// textures
////#pragma warning(disable:981)
////	m_pRenderState->AddTexParam(L"..\\Blockade\\Textures\\Lake.texcube", L"SkySampler");
////#pragma warning(default:981)
////
////	// add the render state to the scene
////	m_pScene->AddRenderState(m_pRenderState);
//}
//
//void CSky::OnDestroy( CEventArg &_rArg )
//{
//	//m_pScene->RemoveRenderState(m_pRenderState);
//	//m_pRenderState->Release();
//}
